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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef __APEX_SCENE_CACHED_DATA_H__
#define __APEX_SCENE_CACHED_DATA_H__
#include "ApexUsingNamespace.h"
#include "PxSimpleTypes.h"
#include "PxFileBuf.h"
#include "PsUserAllocated.h"
#include "PsArray.h"
#include "ApexSDKCachedData.h"
namespace nvidia
{
namespace apex
{
class ApexScene;
class ModuleSceneIntl;
/**
Cached data is stored per-module.
*/
class ModuleCachedDataIntl : public ModuleCachedData
{
public:
virtual AuthObjTypeID getModuleID() const = 0;
virtual NvParameterized::Interface* getCachedDataForAssetAtScale(Asset& asset, const PxVec3& scale) = 0;
virtual PxFileBuf& serialize(PxFileBuf& stream) const = 0;
virtual PxFileBuf& deserialize(PxFileBuf& stream) = 0;
virtual void clear(bool force = true) = 0; // If force == false, data in use by actors will not be deleted
};
//**************************************************************************************************************************
//**************************************************************************************************************************
//**** APEX SCENE CACHED DATA
//**************************************************************************************************************************
//**************************************************************************************************************************
class ApexSDKCachedDataImpl : public ApexSDKCachedData, public UserAllocated
{
public:
bool registerModuleDataCache(ModuleCachedDataIntl* cache);
bool unregisterModuleDataCache(ModuleCachedDataIntl* cache);
// ApexSDKCachedData interface
ApexSDKCachedDataImpl();
virtual ~ApexSDKCachedDataImpl();
virtual ModuleCachedData* getCacheForModule(AuthObjTypeID moduleID);
virtual PxFileBuf& serialize(PxFileBuf& stream) const;
virtual PxFileBuf& deserialize(PxFileBuf& stream);
virtual void clear(bool force = true);
struct Version
{
enum Enum
{
First = 0,
Count,
Current = Count - 1
};
};
// Data
physx::Array<ModuleCachedDataIntl*> mModuleCaches;
};
}
} // end namespace nvidia::apex
#endif // __APEX_SCENE_CACHED_DATA_H__
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